• 제목/요약/키워드: Popularity Cues

검색결과 7건 처리시간 0.019초

Where and How to Advertise? An Empirical Study on Mobile Ad Attitude and Response Based on Contextual Factors

  • Janine Anne T. Laddaran;Jaecheol Park;Il Im
    • Asia pacific journal of information systems
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    • 제34권2호
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    • pp.518-540
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    • 2024
  • Mobile technologies have enabled marketers to target consumers anywhere and anytime. However, as consumers react and respond differently depending on what situation they are in, there is an apparent need to determine when, where, and what kind of advertisement is most relevant to the consumer. This paper proposes a holistic approach to examine the response of consumers when faced with two types of contextual factors (environmental/spatial and social contexts) through the lens of the Mobile Advertising Effectiveness Framework. We focus on the contextual effects of perceived distance from the offline store and the effect of popularity cue indication. A scenario-based survey is conducted to investigate the effects of perceived distance and popularity cue on the users' attitudes, and ultimately on their response intentions, upon receipt of mobile ads. Results of the study confirm the hypotheses: first, mobile ads sent when users perceive the physical store to be in close proximity tend to evoke more positive attitudes and elicit better responses compared to when users perceive the store to be farther away. Additionally, ad messages indicating high popularity were found to be more appealing than those with low popularity. These empirical results underscore the pivotal role of context, encompassing both spatial context (proximity to offline stores) and social context (popularity cues), in shaping consumer attitudes and response intentions in mobile advertising. The findings of the study offer theoretical insights that underline the significance of holistic context-based approaches that in turn, marketers may use to design more effective mobile ad campaigns that may elicit better responses from consumers.

How IT Affordance Influences Engagement in Live Commerce: An Empirical Analysis Focusing on Social Cues as Moderating Effect

  • Eunji Choi;SeongMin Jeon
    • Asia pacific journal of information systems
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    • 제32권2호
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    • pp.327-353
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    • 2022
  • With the development of technology and media and the pursuit of non-face-to-face due to the corona pandemic, the influence of live commerce, a real-time streaming shopping channel, is growing. Starting from China, the popularity of live commerce is growing all over the world, and it has become an interesting topic among many practitioners and researchers. However, compared to its popularity, there are few studies on live commerce. Therefore, we build a theoretical model in terms of IT affordance such as visibility, guidance shopping, trading, and meta-voicing and investigate how live commerce affects engagement with customers. We empirically measure 428 individuals who have used live commerce using survey data. In addition, we conduct four types of scenario experiments on whether social cues on exposures of other consumers, influence customer engagement. Our results show that trading affordance has the most significant effect. This shows that the live commerce platform may want to devise a program that helps make payment easier for users who prefer a quick and simple process. Our study contributes to the literature by presenting the importance of IT affordance for live commerce.

베스트셀러와 한정판 상품의 판매촉진 기간 일치성 효과에 대한 탐색적 연구 (Exploring Promotion Duration Congruence for Best-Seller vs. Limited Edition Products)

  • 안동균;박세범
    • 한국프랜차이즈경영연구
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    • 제15권1호
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    • pp.1-10
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    • 2024
  • Purpose: Despite the popularity of sales promotion as one of the key marketing tactics employed by many companies today, relatively little effort has been devoted to examining an interaction effect between promotion cues and promotion duration. Therefore, this study aims to examine how promotion cues and promotion duration will jointly affect consumers' attitudes toward promotions and purchase intentions. Research design, data, and methodology: The present study conducted an online experiment through the Qualtrics program in which a total of 141 participants were recruited from the Cloud panel members in the U.S. The experiment employed a 2(promotion cue: best-seller vs. limited edition) × 2(promotion duration: long vs. short) full factorial between-subjects design. Result: In the condition of best-selling sales promotion cue, a long promotion duration induced more positive promotion attitude and higher purchase intention, while in the condition of limited-edition sales promotion cue, the use of a short promotion duration contributed more positive promotion attitude and greater purchase intention. Conclusions: Marketers need to take the congruence between promotion cues and promotion duration into full consideration when designing effective sales promotion strategy.

온라인 리뷰 유용성에 영향을 미치는 요인: 가격의 조절 효과 (Factors Affecting the Usefulness of Online Reviews: The Moderating Role of Price)

  • 윤지윤;노유나;권보람;장정주
    • 한국전자거래학회지
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    • 제27권2호
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    • pp.153-173
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    • 2022
  • 본 연구는 yelp.com에서 2019년 작성된 온라인 음식점 리뷰를 분석하고, 음식점 소비 의사결정 과정에서 온라인 리뷰의 유용성 결정에 영향을 미치는 요인을 탐색한다. 구체적으로 리뷰 유용성에 영향을 미칠 것으로 예상되는 요인들을 정교화 가능성 모델에 따라 분류하고, 레스토랑의 가격대에 따라 그 영향이 달라질 것이라고 가정하였다. 2020년 2월 yelp.com에서 제공한 데이터 중, 미국 네바다주에 위치한 Food and Restaurant 카테고리에 속하는 업체들의 온라인 리뷰를 분석 대상으로 하였다. 음이항회귀분석 결과, 리뷰 깊이, 가독성을 포함한 중심단서 및 리뷰 일관성, 리뷰어 인기, 리뷰어 노출을 포함한 주변 단서가 리뷰 유용성에 긍정적인 영향을 미치는 것으로 확인되었다. 또한 음식점의 가격대가 높아질수록 리뷰 유용성에 영향을 미치는 선행요인의 영향이 달라지는 것으로 확인되었다. 본 연구는 레스토랑 가격이 리뷰의 유용성에 대한 중심 및 주변 단서의 영향을 조절한다는 것을 밝혔으며, 또한 리뷰 플랫폼과 외식업에 가격에 따라 차별화된 리뷰 관리 전략의 필요성에 대한 시사점을 제공한다.

가변 블록 크기와 블록 매칭 알고리즘의 조합에 의한 내용기반 화상 검색 (The Content-based Image Retrieval by Using Variable Block Size and Block Matching Algorithm)

  • 강현인;백광열
    • 전자공학회논문지S
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    • 제35S권8호
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    • pp.47-54
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    • 1998
  • 여러 가지 응용 분야에서 대용량 영상 데이터 베이스가 폭넓게 사용 되면서 전체 데이터베이스를 효율적이고 빠르게 검색하는 것이 절실하다. 가변 블록 크기와 블록 매칭 알고리즘에 의한 내용기반 화상의 검색을 위한 새로운 방법을 보인다. 제안한 방법에는 영상의 색상이나 공간 배치와 같은 가시적인 단서를 찾아서 영상의 특색을 나타내고 있다. 그리고 원하는 유사도에 함당한 검색 횟수에 자동으로 수렴되어 빠른 검색이 이루어진다. 구현된 방식은 약 150개의 영상 데이터 베이스로서 시험했다. 시험 결과 임의 지정한 검색효율 0.65에서 J & V 알고리즘 대비 1.9배 그리고 지정한 고정 블록 크기에 대비하여 1.83배 빠른 검색 시간을 달성함을 보인다.

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Korean consumers' attitudes towards organic labels and country-of-origin of organic foods

  • Lee, Hye-Kyoung;Cho, Young-Sang
    • 유통과학연구
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    • 제9권1호
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    • pp.49-59
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    • 2011
  • Although the South Korean organic food market is in the infancy compared to other industrialized countries, Korean consumers'interest in organic food and retail stores devoting space to organic products have been rapidly increasing. Despite the fact of organic food popularity, the term "organic" is interpreted differently by individuals. As opposed to the US, Japan and the EU where have operated an integrated organic food labelling system, Korea has adopted complex organic labelling systems regulated by several different government bodies. As a result, complicated food labelling standards make consumers confused when purchasing organic foods. Furthermore, in terms of country of origin (COO), it is argued by a lot of researchers that COO effects vary from product to product and from country to country; moreover, other informational cues such as brand and price can influence COO effects. In modern society, COO labelling has been complicated, due to the sourcing, manufacturing and market locations of merchandise spread over the world. Accordingly, the evaluation of COO effects has become complex. In order to examine these issues, a quantitative research was selected to classify the commonfeatures of organic food consumers and construct statistics such as the extent to which people are aware of organic food and COO labellingvia a questionnaire which took place in two cities in Korea with a cluster sample of 161 organic food purchasers. As for the data analysis, one-way analysis of variance (ANOVA), T-tests, bivariate crosstatulations with Cramer's V were conducted,depending on the characteristics of variables and the assumptions the research data need to fit. It has been concluded that in general, Korean organic consumers comprehend the term "organic"in a closer way to the general concept rather than technical term, thus people do not appreciate environmentally labels which include organic food labels, although marital status influence the degree of label awareness, regardless of gender, age, education level and so on. Regarding COO effects on organic food, home organic products were Korean consumers'first choice over those from industrialized countries and developing nations. Specifically, in processed organic product category, domestically cultivated and processed organic products were absolutely preferred to leading national brands produced with imported ingredients and international brands. However, due to a lack of checks of ingredients' COO, consumers tend to purchase a leading national organic food brand, believing that it is a pure organic food sourced domestically. As a consequence, this research has suggested some important managerial implications and future research directions. In order to prevent consumer confusion when buying organic foods, it should be noted that consumers do not comprehend the organic food certifications, due to complicated labelling systems for organic produce and processed organic foods. Therefore, government bodies related to organic food distribution have to know consumers' perception of organic food labels and the significance of customer-oriented labels and reestablish labelling standards. Similarly, public advertising should be followed to raise public awareness of the labelling to enable customers to have the correct information. In addition, not only international marketers but also domestic marketers need to understand COO images and also the influence COO of ingredients has on the image of an organic product.

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플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구 (Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention)

  • 배주연
    • 대중서사연구
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    • 제26권2호
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    • pp.87-122
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    • 2020
  • 본 연구는 대만의 레드캔들사(社)에서 개발한 2D 호러 게임 <반교>의 스토리텔링 분석을 통해 역사게임이 트라우마적 역사를 재현하는 방식에 관해 논한다. 기존의 대중미디어와는 달리 게임은 플레이어가 직접 서사에 참여할 수 있는 상호작용성interactivity을 기반으로 한다는 점에서 게임 속 역사 세계와 플레이어가 관계 맺는 방식도 달라진다. 이러한 차이로 인해 미디어가 어떻게 이용자의 역사 인식과 기억의 방식을 다른 관계성 속에서 형성하는지를 살펴보고자 한다. 2017년 출시와 동시에 대만뿐만 아니라 전세계적으로도 큰 호응을 얻었던 <반교>는 1960년대 대만 계엄시기의 한 중학교를 배경으로 이루어진 사상 검열과 국가폭력을 모티브로 하고 있다. 특히, 일련의 게임 규칙들을 따라가는 과정에서 주인공은 잃어버린 기억과 마주하게 되고, 이로 인해 트라우마적 과거사에 대한 연루의 문제에 직면하게 된다. 이후 <반교>는 영화로도 제작되어, 상업적으로나 비평적으로나 큰 성공을 거두었다. 본문에서는 게임 <반교>의 스토리텔링 방식을 분석하고, 이를 영화의 재현 방식과 비교함으로써 동일한 역사적 스토리가 미디어가 달라짐에 따라 어떻게 다르게 서술되고, 기억술의 차이를 만들어내는지를 살펴본다. 특히, 게임의 상호작용성, 파편화된 서사, 퀘스트, 단편적으로 제시되는 단서, 호러게임이라는 장르적 특수성과 같은 것들이 어떻게 게임 세계에 대한 이해를 넘어, 역사인식과 기억하기의 다양한 계기들을 만들어내는가를 살펴볼 것이다. 이를 통해 그동안 역사기술 매체로서 진지하게 다뤄지지 못했던 게임미디어가 역사를 '하는doing' 방식에 대해 성찰해볼 수 있을 것이다. 특히, <반교>는 역사 재현이 어떻게 영화적 기억술, 그리고 게임적 기억술과 닿아 있는가의 문제를 제기한다. 영화적 기억술이 비교적 많은 연구에서 다뤄진데 비해 게임적 기억술은 본격적으로 연구가 된 적이 없다는 점에서 게임 <반교>의 기억술을 분석함으로써, 게임과 역사재현, 그리고 기억의 관계를 살펴볼 수 있을 것이다.